ALS Community Versions Save

Replicated and optimized community version of Advanced Locomotion System V4 for Unreal Engine 5.3 with additional features & bug fixes

v4.25

6 months ago
  • Compatibility update for Unreal Engine 5.3

v4.24

1 year ago
  • [Feature] Unreal Engine 5.1 support
  • [Fix] Use Bink encoder for sound assets
  • [Fix] e0c4128c9e79c94bd4d74da06e1ba3185e010dd1
  • [Fix] 608137b306617e305000888f380c4b7cf5e53ac9
  • [Fix] 9e99a8af9cff0c3aa417d7cb478818124a3f6f72
  • [Fix] Disable Update Rate Optimization by default. It should be activated manually by devs on character BP skeletal mesh if needed.

v4.23.3

2 years ago
  • [Fix] Fix project packaging error caused by dynamic delegate binding in animation instance class
  • [Fix] Improvements on coding style ( @Drakynfly )
  • [Fix] Fix incorrect conditions in CalculateQuadrant

v4.23.2

2 years ago
  • [Fix]: Fix build/packages issues ( @CanisHelix )
  • [Fix]: Use TObjectPtr type for raw uproperty pointers ( @CanisHelix )
  • [Opt] Disable bone refresh while character mesh is not rendered
  • [Fix] Do not allow plugin to run if Enhanced Input Plugin is not activated

v4.23.1

2 years ago
  • [Fix] Ensure thread safety by not directly setting grounded entry state and overlay override state values from notifies in anim instance.
  • [Fix] Add missing super calls in anim notify overrides
  • [Fix] Use new versions of notify functions

v4.23

2 years ago

This is first release with Unreal Engine 5 support. Unreal Engine 4 is not supported anymore

  • [Feature] Unreal Engine 5 support
  • [Feature] Input handling is refactored with Enhanced Input System. You need to follow instructions on wiki to enable enhanced input system in project settings.
  • [Feature] Add FOV scaling into camera movement inputs
  • [Feature] Decouple ALS animation instance & base character classes. Base character class does not need ALS Anim Instance to function properly from now.
  • [Feature] Keep debug character list updated while cyling in the list. This way, it's now also possible to debug runtime spawned characters.
  • [Feature] Fetch key bindings for debug keys from enhanced input system. So, the HUD will always show updated keys for them. (Not implemented for gameplay keys yet)
  • [Feature] More work on abstracting debug features into debug component
  • [Optimization] Fully utilized new property binding system in animation blueprint
  • [Optimization] Ensure thread safety in animation blueprint by reading variables from animation blueprint instead of setting them on character class.
  • [Fix] Disable URO while ragdoll is in progress. Fixes glitchy ragdoll behavior if URO is used.
  • [Fix] #338
  • [Fix] #326
  • [Fix] #343

v4.22

2 years ago

This is last release with Unreal Engine 4 support

  • [Fix] Make anim instance for character mesh optional. Non-assigned anim bp references won't crash character anymore.
  • [Fix] Ensure character state is properly initialized on BeginPlay & while changing visual mesh. Also, possibly fixes issues with initialization problems if character becomes relevant back during gameplay.
  • [Fix] #312
  • [Fix] #316

v4.21.2

2 years ago
  • [Fix] #303

v4.21.1

2 years ago
  • [Fix] Add missing UPROPERTY macros to some UObject declarations across the source code
  • [Fix] #295 ( by @adrian-j-programmer )

v4.21

2 years ago
  • [Feat] Compatibility with 4.27
  • [Fix] Add support for SetViewTargetWithBlend (by @davchezt )
  • [Fix] Fix RunUAT BuildPlugin errors (by @CanisHelix )
  • [Fix] Explicitly use FInterpTo float parameter version to avoid compiler complain (by @ameaninglessname )
  • [Fix] #243
  • [Fix] #97
  • [Fix] #240